Overwatch stats show which heroes are hardest to eliminate - Dexerto

Overwatch stats show which heroes are hardest to eliminate

Published: 13/Sep/2019 14:41 Updated: 14/Sep/2019 10:38

by Joe O'Brien


Overwatch stats show which heroes are the most “survivable”

by comparing their health to the size of their hitbox.

Overwatch player u/sdrawkcaB-ssA has put together a chart showing the ratio of each hero’s health pool to the size of their hitbox, to give an idea of how difficult it might actually be to eliminate an opponent – large health pools may actually be easier to burn through if they’re on a much bigger target.


The blue bars show the ratio of the hero’s health pool to their hitbox size, while the orange bars show the ratio between their health and their headshot hitbox.

The resulting chart offers a way of comparing how generically survivable each hero is – the taller the bar, the harder it should be to actually kill the character, as heroes with less health might be more difficult to actually eliminate if they’re much harder to hit.



One hero in particular stands out on the chart, and that’s Brigitte – a fact that will no doubt do little to win back any of the players who dislike the hero. Her headshot hitbox ratio in particular stands above all others, although even for her full hitbox, she’s only beaten by Zarya.

Interestingly, on average it seems that tanks actually have the lowest ratio of all classes – while they boast the largest health pools, their size compared to most heroes makes them easier to target. In particular, Roadhog stands out for having a particularly low ratio for both his full and head hitbox bars, especially as he has no means of mitigating incoming damage.

Blizzard EntertainmentRoadhog is one of the most vulnerable heroes in the game relative to his health pool.

Obviously, there are a lot of elements to survivability that go beyond just health and hitboxes. Movement abilities can make some heroes harder to hit, others have shields to block incoming damage, and some can heal themselves when they do take damage.


While the information may be of limited practical use in-game, it does offer some interesting insight into how different characters vary in ways that might not be immediately obvious, but can effect how strong they feel in-game.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.